Scarecrow Guide
Colored mana out of an artifact body, gated so it can't loop. The activation cost buys a mana of any color once per turn, which is the design constraint doing the balancing work: it fixes rather than ramps, since you spend one to make one and the net is a color swap, not acceleration. That puts it in the tradition of mana-rock fixing that comes attached to a creature, close in spirit to the old Manalith-on-legs idea but pared down to a two-drop that can actually attack and block. Reach is the quietly practical addition: a fixing artifact that also holds the ground against flyers gives an early board presence a defensive job while the colors come online. The 2/1 body means it trades down in combat readily, so the card leans on being useful before it dies rather than surviving to grind. What it's built for is the deck that wants an artifact type on the battlefield, a splash color reachable on turn two, and a warm body to bridge the curve, all in one card at the lowest rarity. Scarecrows have always been Eldraine's answer to the colorless-golem role other planes fill with clay and steel, and this one plays that part: dependable fixing dressed in straw.
